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- do --SIGHT
- local plr = game.Players.LocalPlayer
- local allsguis = {}
- local enabled = false
- local dohax = function(lbplr)
- wait() --make sure the character exists
- if not lbplr.Character then return end
- for _,obj in next,lbplr.Character:children() do
- if obj:IsA("BasePart") then
- local sguis = {}
- local snew = function(...)
- for _,face in next,{...} do
- local sgui = Instance.new("SurfaceGui",obj)
- sgui.Enabled = enabled
- sgui.AlwaysOnTop = true
- sgui.Face = face
- table.insert(sguis,sgui)
- sgui.AncestryChanged:connect(function()
- for i,v in next,sguis do
- if v == sgui then
- table.remove(sguis,i)
- sgui:destroy()
- end
- end
- end)
- end
- end
- snew("Front", "Back", "Left", "Right", "Top", "Bottom")
- for _,sgui in next,sguis do
- local sframe = Instance.new("Frame",sgui)
- sframe.Size = UDim2.new(1,0,1,0)
- sframe.BorderSizePixel = 0
- sframe.BackgroundTransparency = .5
- sframe.BackgroundColor3 = lbplr.TEEM.Value == plr.TEEM.Value and BrickColor.new("Really blue").Color or BrickColor.new("Really red").Color
- end
- table.insert(allsguis,sguis)
- end
- end
- end
- local connectPlayer = function(lbplr)
- if lbplr ~= plr then
- dohax(lbplr)
- lbplr.CharacterAdded:connect(function(char)
- dohax(lbplr)
- end)
- end
- end
- for _,v in next,game.Players:GetPlayers() do
- connectPlayer(v)
- end
- game.Players.PlayerAdded:connect(function(p)
- connectPlayer(p)
- end)
- game:GetService("UserInputService").InputBegan:connect(function(input)
- if input.KeyCode == Enum.KeyCode.BackSlash then
- enabled = not enabled
- for _,v in next,allsguis do
- for __,vv in next,v do
- vv.Enabled = enabled
- end
- end
- end
- end)
- end
- do --AIM
- local cam = game:GetService("Workspace").CurrentCamera
- local plrs = game:GetService("Players"):GetPlayers()
- local lplr = game:GetService("Players").LocalPlayer
- local aiming = false
- local dolerp = true
- game:GetService("RunService"):BindToRenderStep("UpdateCamera", Enum.RenderPriority.Camera.Value, function()
- if not aiming or not lplr.Character or not lplr.Character:FindFirstChild("Head") then return end
- local cchar,cdist
- for _,plr in next,plrs do
- if plr ~= lplr and plr.TEEM.Value ~= lplr.TEEM.Value then
- local char = plr.Character
- if char and char:FindFirstChild("Head") then
- local hit = workspace:FindPartOnRay(Ray.new((cam.CFrame*CFrame.new(0,0,-5)).p, char.Head.Position - (cam.CFrame*CFrame.new(0,0,-5)).p))
- if hit and hit.Parent and hit.Parent == char or hit.Parent.Parent == char then
- local dist = (char.Head.Position - lplr.Character.Head.Position).magnitude
- if cdist == nil or dist < cdist then
- cdist = dist
- cchar = char
- end
- end
- end
- end
- end
- if not cchar then return end
- cam.CFrame = dolerp and cam.CFrame:lerp(CFrame.new(cam.CFrame.p, cchar.Head.CFrame.p), .15) or CFrame.new(cam.CFrame.p, cchar.Head.CFrame.p)
- end)
- game.Players.PlayerAdded:connect(function(plr)
- table.insert(plrs,plr)
- end)
- game.Players.PlayerRemoving:connect(function(plr)
- for i,v in next,plrs do
- if v == plr then
- table.remove(plrs,i)
- end
- end
- end)
- game:GetService("UserInputService").InputBegan:connect(function(input)
- if input.KeyCode == Enum.KeyCode.CapsLock then
- aiming = not aiming
- elseif input.KeyCode == Enum.KeyCode.RightBracket then
- dolerp = true
- elseif input.KeyCode == Enum.KeyCode.LeftBracket then
- dolerp = false
- end
- end)
- end
- do --OMGWHAT
- local plr = game.Players.LocalPlayer
- game:GetService("UserInputService").InputBegan:connect(function(input)
- if input.KeyCode == Enum.KeyCode.RightAlt then
- if not plr.Character or not plr.Character:FindFirstChild("Head") then return end
- for _,v in next,game.Players:children() do
- if v ~= plr and v.TEEM.Value ~= plr.TEEM.Value and v.Character and v.Character:FindFirstChild("Head") and v.Character:FindFirstChild("Torso") and v.Character.Torso:FindFirstChild("Neck") then
- local char = v.Character
- local head = char.Head
- char.Torso["Neck"]:destroy()
- head.Anchored = true
- head.CanCollide = false
- head.Transparency = 1
- head.face:destroy()
- for _,vv in next,head:children() do
- if vv:IsA("SurfaceGui") then
- vv:destroy()
- end
- end
- local rs = game:GetService("RunService").RenderStepped:connect(function()
- head.CFrame = plr.Character.Head.CFrame*CFrame.new(0,0,-5)
- end)
- head.AncestryChanged:connect(function()
- rs:disconnect()
- end)
- plr.Character.Head.AncestryChanged:connect(function()
- rs:disconnect()
- end)
- end
- end
- end
- end)
- end
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